Lucas FERRIER
Junior Game Designer
As a Game Design graduate, I am interested in all aspects of a game creation.
I am particularly engaged in designing the story and its understanding through the various elements of the game. I also like to design mechanics that can be explored by the player, and I don't hesitate to prototype them on Unreal Engine or Unity.
The Last Artifact
CURRENT PROJECT
Skytale Studio
Minecraft Adventure Game
Project demo presented at the Toulouse Game Show
My role :
GAME DESIGNER VOLUNTEER
Puzzle design & Prototyping
Use of command blocks and plugins
Playtests & Communication
The Last Artifact is a free adventure video game based on Skytale open source Map editor. It combines puzzles, combat, cinematics and an original soundtrack.
Lights Off
Laboratory Puzzle Game
My role :
Level Design & Decoration
Unreal Engine Prototyping
Puzzles & Feedbacks
This short Puzzle Game was made during the 3 days Game jam at BRASSART school, you control two robots in a botanical laboratory, with the goal to force a dangerous hacker out of his hidding spot.
Drugs-1537
City Action Platformer
My role :
Level Design / Integration
Production management
Unreal Engine Prototyping
Gameplay mechanics
In this action platformer, you play Garret, a scientist who found a way to gain super powers in a world where drug use can lead to demon possession. These powers will help him put an end to illegal activities in the city.
Board Game Projects
Quadesh
Strategic Board Game
My role :
Mechanics conception
Playtest & Balancing
Rules layout
1v1 board game inspired by Stratego, we play the Hittites or the Egyptians during the Battle of Qadesh, with the Egyptians aiming to claim the city of Qadesh and the Hittites aiming to make the Egyptian army flee by killing the Pharaoh.
Writings
New Noah
Interactive Story - Universe
My role :
Scenario & Writing
Mechanics of Choice and Branches
World Building
New Noah turns the tables, mixing utopia and dystopia. On a desolate earth, where toxic gases invade the atmosphere and rising sea levels have covered half of the formerly habitable land, people finally manage to form a just and peaceful society. They resist despite the slim chances of survival. A harmonious society in a chaotic world. (FR)
Click on the images on the right to see the full document
Family Reunion
Novel - 11 000 characters
The story takes place in the world of "Ori and the Will of the Wisps" and is inspired by a secondary quest.
It focuses on Maro, a moki seeking a new home for his family.
Artwork by unknownlifeform
Break in the Circus
Emoji Story - 200 characters
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A little story made with emojis. It is about a kid visiting of a circus in preparation for an upcoming show.
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Remorse
Novel - 6000 characters
Inspired by the movie "Memento".
The story takes place in the world of "Okami" and focuses on Kyubi, a yokaï who seems to have lost his memory.
It's a deal
Novel - 5000 characters
Inspired by the "Rashomon effect".
We experience the perspective of an old man as he watches the live broadcast of the 1998 Football World Cup Final on his TV.
My Favorite Games
Ori and the Will of the Wisps
Outer Wilds
Okami
Spiritfarer
Geometry Dash
Fire Emblem : Three Houses
Octopath Traveler 2
Final Fantasy VII
TUNIC
Overview
HALTAR
Contemplative Puzzle Game
My role :
Puzzle & Mechanics design
Unreal Blueprint code
Narrative Design
Environmental Narration
Level Design
HALTAR is a puzzle
game mixing 2D and 3D.
Players discover the story and mysteries
of a flying city menacing to crash into a village.This project was made in 9 months
with a team of 6 Game designers.
It is made on Unreal Engine 5.3.2.
My Work
As a final year project. I was able to contribute to all the different aspects of the game. Whether by formating documents or by integrating in the Engine.
Here are the details of my main tasks on this project :
Narrative / Level Design
Environmental storytelling
In this project, I had the opportunity to work on the Environmental Storytelling of the game, which represents the most important part of its narration.I regrouped diagrams of the various levels and listed all informations we want the player to understand about the story.
Then we place various elements, events or level design methods with the informations references they give to the player.We used elements such as Wall arts, Landmarks, sounds, camera shots, destruction and many more events to tell the story throught the player's progression.
Unreal Engine Prototyping
I coded the game's general operation, the Steles and Tablets system, the cameras and various triggers, the animations, as well as most of the game's puzzles and their systems.
I also took care of special materials and the optimization.
Stele & Stone tablets System
The player can, drag and drop stone tablets to place them on the various Steles in the game.
The player can then play a 2D character in the tablets they placed. Some tablets can also be rotated, or checkpoints.
Reveal Zone System
The player will be able to reveal forgotten elements of the city with a reveal zone around his character.
Puzzles Systems
Some puzzles I programmed :The Staircase Room → The player have to move the stairs throught the tablet's buttons to make their way.The Windmill → The player can rotate the windmill blades to solve a puzzle that requires exploration.The Pillars → Each Stele emplacement matches a Pillar, the player will have to make their way to the next place.
Puzzle Design
3D & 2D Puzzles
During the process, I was able to design a 3D puzzle based on magnetism, and a 2D tablets puzzle introducing the gravity switch mechanic.In those puzzles, I followed a process focusing on giving the player an assumption about how to solve the puzzle.
Then catching them with the new introduced mechanic, leading them to reconsider how the the game and mechanic work to finally get the revelation and solve the puzzle.
Process
Process Summary
At the start of the project, we focused on the first levels to test the game's different aspects in preproduction, before embarking on the rest of the game's biomes.
In all of my tasks. I prioritize communication within the group. I regularly show my progress, giving everyone the opportunity to comment or suggest solutions.
Organisation
Planning & Coordination
We had set up a weekly meeting with the main purpose of summarizing our progress and define our new tasks. This meeting also ensured that all members were present to suggest ideas, modifications or solutions to the project.
We used Miro for most of the diagrams and brainstorms, and Notion for the documentation.
About our coordination, each member would join a voice channel on our discord, and note in status what they are working on. This method was able to prevent any Git problems and encourages voice communication instead of messages.
Overview
On the Roll
Arcade Die & Retry
SOLO PROJECT
Level Design
Mechanics design
Onboarding & Balancing
Unreal Engine Prototyping
On the Roll is an arcade Die & Retry game.
Your goal is to bring a ball through challenging trials all the way to the end. Like a pinball machine, you can only control the envrionnement.I builded this solo project in 1 month.
This is my personal end-of-study project.
It is made on Unreal Engine 5.3.2.
My Work
As a solo project, I designed and programmed the game in its entirety.
Level Design
Exploit a simple Mechanic
In this project, my goal was to make an entire level that uses well and exploit the simple mechanics I designed.I separated the different challenges in rooms, and made sure that every room has interesting usages of the environnement control.I also structured them with different focal elements, like the wheels, the maze arrow or the ending rainbow.
Their purpose is to visually catch the attention of the player, and give a bit of an identity to the rooms.
Overview
The Last Artifact
CURRENT PROJECT
Skytale Studio
Minecraft Adventure Game
Project demo presented at
the Toulouse Game Show
My role :
GAME DESIGNER VOLUNTEER
Puzzle design & Prototyping
Use of command blocks and plugins
Playtests & Communication
The Last Artifact is a free adventure video game based on Skytale open source Map editor. It combines puzzles, combat, cinematics and an original soundtrack.I am currently working on this project as a Game Designer. My role is to design puzzles and trials with my team, that will appear at various points in the game.
My Work
Puzzle Design & Mechanics
Design puzzles with existing Mechanics
In this project, I am mainly assigned to the "Water Pillar", which is made of multiples puzzles and trials based on water.The Trident Room is based on the "Riptide" enchantement for the Trident in Minecraft. With "Riptide" you can use the Trident to launch yourself forward, which is used to travel with the waterfalls.
This room includes 3 main puzzles, which will upgrade the trident to the next "Riptide" level once finished, for higher launches.Some puzzles uses the plugin "Lasers Enigma" which gives the possibility to create puzzles based on light.→ The first puzzle in the Trident Room is a "Laser Enigma" puzzle which introduce the mechanic of the light spectrum diffraction.→ The second puzzle is Water & Blocks. I designed it to be more focused on thinking than dexterity. I made a simple mechanic where the player can change some color blocks to change into water, or stay solid blocks. This mechanic allows the player to make combinations to find their way to the 5 buttons.→ The last trial is based on water flows. I designed it to be more focused on dexterity than thinking, it asks the player to launch himself properly to find his way.